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Fortress: Distinctgravel Tharis

Main Hall

Still looks a bit like an alien. The contents of the central stockpile are evolving.

If you're wondering, yes, that's platinum.

Submitted by: Tharis - 2016-01-28

Entry Hall

This, as you may guess, will look very different next time I update.

Look around and you might guess what I have in mind.

Submitted by: Tharis - 2016-01-28

Construction Site

Things are coming along. The old trade depot wasn't symmetrical enough, so I tore it down and replaced it with one of slate. The squad on the right is consistently competent.

Also, bobcat.

Submitted by: Tharis - 2016-01-28

Fortress: Distinctgravel Tharis

Food Prep, Dining, Bedrooms

And more bedrooms. Look closely and you can distinguish between singles, couples, and families. The small bedrooms will be kept for migrants as temporary housing, also perhaps a way to check for vampires. The only exception is the military commander, who sleeps in the first one on the right.

I hope I can keep this up.

Also added a stockpile for empty barrels, which I haven't always thought to do. It just makes things more tidy. I like tidy.

Submitted by: Tharis - 2016-01-25

Farm Factory, Stoneworks, Metalworks, Furniture Storage

I've often thought it'd be intelligent to have a furniture pile between the manufacturing and the bedrooms.

This might be the first time I had enough sense to actually implement that idea. Yay open design!

I'm also trying to keep the smelters organized by metal. So far it's all magnetite, though I have struck veins of platinum.

The stoneware hall is nicely organic-looking, since I had to bend it around the metalworks.

Submitted by: Tharis - 2016-01-25

Grand Central

Sand collection conveniently not horribly far from the glass furnace.

The central stockpile is gradually becoming less useful. I look forward to being able to eliminate it entirely.

Submitted by: Tharis - 2016-01-25

Wood and Farming

The stockpile is filling out a bit. Needs more furnaces to speed up the arms industry. The planned dig by the brook is going to be a coop.

Submitted by: Tharis - 2016-01-25

Entry Hall

The bridge is up and levered (look behind the manager's office.) you see here a stream of migrants finding their way to our little dining hall.

Submitted by: Tharis - 2016-01-25

Barracks

It's so new, there's a tree growing out of it. I suppose I'll keep it, for now.

Also, we picked up a bobcat from the elves, because bobcat. They also had a giant eagle for sale, but sadly we didn't have enough junk around to pay for it. Next year...

Submitted by: Tharis - 2016-01-25

Ye Olde Wagonne

It looks so lonely.

Submitted by: Tharis - 2016-01-25

Fortress: Beervaults Salmeuk

Food!

All those barrels are food of some kind, however only a fourth of the population has access to these bountiful stores. Perhaps it's time we shared the wealth?

Submitted by: Salmeuk - 2016-01-25

Mechanic Skink

The second skink, who I am certain is still alive, lives in these two sandy rooms. He clambers over the bins, hissing and wailing to be released.

Submitted by: Salmeuk - 2016-01-25

Siegers

My finely-written warning designation points to the recently arrived invasion force. Shmucks, all of them.

Submitted by: Salmeuk - 2016-01-25

Entrance Lever

A cobaltite lever located at this point closes the entrance.

Submitted by: Salmeuk - 2016-01-25

Entrance Drawbridge

When closed, this bridge protects the fortress from most everything. The passageway to the north doesn't lead to the fortress but instead to an incomplete cistern. For reasons.

Submitted by: Salmeuk - 2016-01-25

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